Ok yes it did work with a sphere so it must be something to do with planes.
In preFab I created a plane primitive and applied a texture to it. Now I cant quite work out how to add anchor points for my path. I do Geometry->Path Editor Then I create a New Path in the Path Editor window. In this window I can click points which will define the anchor points in the path but the Path Editor Window does not show the texture, I have to keep looking in the main window to see where I should be placing them. Im not sure if im doing this correctly? Am I able to see the texture somehow in the Path Editor? Great App by the way - very impressive! P.S Im not working in f10 purely because we only have CS3 in the office. Hopefully getting an upgrade soon :) On Oct 14, 3:38 pm, Michael Iv <[email protected]> wrote: > Fabrice you should invest more in promotion of you App ;)) > > > > > > On Thu, Oct 14, 2010 at 4:36 PM, Fabrice3D <[email protected]> wrote: > > > I did not even know about this :) > > today is a great day for you :)) > > > > AwayConnector.send(plane) call because preFab shows a message in green > > > saying "Receiving data... 0% > > should not be... but for the sake of trying, can you test with a sphere? > > may be it goes so fast for plane events are not triggered... > > will test that as well later on.. > > > but since you can generate a plane directly into prefab why bother... > > just give it the dimensions you need and apply a texture representing your > > terrain, then start add anchors... > > > you can save your path for later on edits in path editor panel, and you > > have also export path to AS3 from menu. > > in your case you will have to use the <3.4 which should run ok in f9 > > > btw why not working in f10? There is a significant speed improvement.... > > > Fabrice > > > On Oct 14, 2010, at 4:23 PM, jonny wrote: > > > > I did not even know about this :) > > > > I have downloaded it. Now im trying to import the Plane object from my > > > project using the AwayConnector class. > > > > preFab recognizes the connection when i make the > > > AwayConnector.send(plane) call because preFab shows a message in green > > > saying "Receiving data... 0%" but then it stays like that forever > > > without importing the object. > > > > What am I doing wrong? Does preFab work with the FP9 version of Away3D > > > library? I am using v2.5.2. > > > > On Oct 14, 2:28 pm, Fabrice3D <[email protected]> wrote: > > >> why not use prefab? > > > >> On Oct 14, 2010, at 1:18 PM, jonny wrote: > > > >>> Fabrice, > > > >>> I built my track using a topdown image of a race track. I then used a > > >>> bitmapmaterial using that bitmapdata and applied it to a plane. > > > >>> I want to do what you suggested with the paths. Is there an easy way > > >>> for me to work out the path coordinates around this track? I could > > >>> drive around the track with my camera and trace out the coordinates > > >>> but there is probably an easier way right? > > > >>> Thanks > > > >>> On Oct 13, 10:30 pm, jonny <[email protected]> wrote: > > >>>> Thank you Fabrice - you the man! This should be great for me to get > > >>>> started. > > > >>>> On Oct 13, 9:16 pm, Fabrice3D <[email protected]> wrote: > > > >>>>>http://www.algorithmist.net/closestquad.html > > >>>>> On Oct 13, 2010, at 9:37 PM, jonny wrote: > > > >>>>>> Thanks for the insight Fabrice. > > > >>>>>> I am trying to find the demo you are talking about but not having > > much > > >>>>>> luck. > > >>>>>> Is this the right website?http://lab.polygonal.de > > > >>>>>> Do you have a link to the demo? > > > >>>>>> On Oct 13, 7:49 pm, Fabrice3D <[email protected]> wrote: > > >>>>>>> If you know the path, you also know it starts at 0 and ends at 1. > > That is a direction. > > >>>>>>> In order to 'read' where you are you need to define the nearest > > point on curve, then read the time. You need to save this number and chech > > if greater, if not, you are going back. > > > >>>>>>> Polygonal made a nice demo, and his framework does all the complex > > stuffs for you. > > > >>>>>>> Hope it helps a bit. > > > >>>>>>> Fabrice > > > >>>>>>> On Oct 13, 2010, at 19:26, jonny <[email protected]> > > wrote: > > > >>>>>>>> Hi, > > >>>>>>>> I am building a driving game using Away3D. The perspective is > > first- > > >>>>>>>> person so the view of the camera is the actual cockpit view if you > > >>>>>>>> like. I am using a collisionMap to detect when you drive off the > > road, > > >>>>>>>> once you drive off the road, the car will slow down to a stop and > > at > > >>>>>>>> that point I want to place the car back on the road facing the > > right > > >>>>>>>> direction so the car can continue driving. What I am planning to > > do to > > >>>>>>>> achieve this is as follows: > > > >>>>>>>> Create another collisionMap and split the track up into many > > colour > > >>>>>>>> coded segments, then I will allocate each color-coded segment an > > >>>>>>>> "ideal" position (x,y,z). I will then detect what colour area the > > car > > >>>>>>>> drove off track. I can then place the car back on the track at > > that > > >>>>>>>> ideal position. > > > >>>>>>>> This is my plan but I am not sure if this is the best way as I am > > only > > >>>>>>>> just beginning to work with Away3D. > > > >>>>>>>> Is there a better way? > > > >>>>>>>> I have briefly looked at Path Animations but that seems more > > >>>>>>>> applicable to animating along a predefined path. Although it does > > seem > > >>>>>>>> like something could be done with paths. I need to make sure the > > >>>>>>>> camera/car is facing the right way when i put it back on the road. > > > >>>>>>>> Your recommendations would be most helpful. > > > >>>>>>>> Many Thanks!- Hide quoted text - > > > >>>>>>> - Show quoted text -- Hide quoted text - > > > >>>>> - Show quoted text -- Hide quoted text - > > > >>>> - Show quoted text -- Hide quoted text - > > > >> - Show quoted text - > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air > |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://www.meetup.com/GO3D-Games-Opensource-3D/ > Tel:054-4962254 > [email protected] > [email protected] Hide quoted text - > > - Show quoted text -
